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Old 09-06-05, 02:24 PM   #181
TLAM Strike
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One thing I would like to see is a reworking of the Anti-Ship Missile sensors. Only three missiles in the DB have IR (SS-N-9, Penguin and Hellfire), now some other subsonic missiles probaly do have IR lke the SS-N-2C. I think this is worth doing some research to make FFG play more realistic because currently I don't see much reason to have Flares in the decoy launchers.
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Old 09-06-05, 03:26 PM   #182
Amizaur
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Can be done :-)
I wonder what would be effect of giving both (radar and IR) sensors to a missile like SS-N-19, would that work or not
And what needs changing for sure is the cone of missile radar seeker, it's currently so wide that missiles make almost 90deg turn sometimes...
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Old 09-06-05, 03:35 PM   #183
TLAM Strike
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Supersonic missiles like the SS-N-19 shouldn't have IR seekers since the high speed causes heat that disables them.
http://yarchive.net/mil/russian_missiles.html

The SS-N-9 Siren has both a Radar and IR seeker in game, so get a few of those shot at you and you’ll see that they work.
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Old 09-06-05, 09:11 PM   #184
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Quote:
Originally Posted by TLAM Strike
One thing I would like to see is a reworking of the Anti-Ship Missile sensors. Only three missiles in the DB have IR (SS-N-9, Penguin and Hellfire), now some other subsonic missiles probaly do have IR lke the SS-N-2C. I think this is worth doing some research to make FFG play more realistic because currently I don't see much reason to have Flares in the decoy launchers.
Noticed this awhile back also. Definetly chaff are the way to go with the OHP if you know who your enemy is in mission brief.
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Old 09-08-05, 02:44 AM   #185
LuftWolf
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I have fantastic news!

After much effort on his part, Amizaur has sent me a combined complete reworking of both the Sound vs. Speed fix and the submarine passive sound levels!!!

New SSN's will have a different speed curve from old SSN's. Submarines that are realistically quiet when still but very noisy when moving, such as older SSK's, will be modelled as such at realistic sound levels. SSBN's will be relatively quiet at max speed, and the quietest SSK's will be wery wery quiet...

There is still some work I have do in integrating it into the working database, but we have something very good coming for you here!

Cheers,
David
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Old 09-08-05, 06:03 AM   #186
Bill Nichols
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Can't wait to see it! You guys are doing great work
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Old 09-08-05, 06:08 AM   #187
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LuftWolf and Amizaur are keeping the flame burning.

Well done guys. :|\
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Old 09-08-05, 02:27 PM   #188
LuftWolf
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Ok, we are looking at a release of v2.0 most likely by Saturday.

Thank you for your continued enthusiasm and feedback!

Cheers,
David
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Old 09-08-05, 02:39 PM   #189
Adm. Ahab
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Quote:
Originally Posted by LuftWolf
Ok, we are looking at a release of v2.0 most likely by Saturday.

Thank you for your continued enthusiasm and feedback!

Cheers,
David
Outstanding!

A big thank ye' to you guys for your work.
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Old 09-08-05, 04:12 PM   #190
porphy
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Impressive work going on Looking forward to try it out. Autum is here and it is time for sub sims and coffee... This will make it much more interesting. Thx.

Cheers Porphy
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Old 09-08-05, 04:30 PM   #191
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Great News!
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Old 09-09-05, 12:27 AM   #192
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Could you post the new base noise levels for the different units, and maybe a print-out chart of sound vs. speed for the playable platforms? I always use the sound-speed chart when plotting my velocity (along with the sensor washout numbers). If this takes too long, just tell me where I can find them when version 2 is released.

P.S. You mod is getting better and better. Perhaps its changes could be incorporated into DWX when that comes out?
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Old 09-09-05, 07:56 AM   #193
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Neutrino, that is a very good idea. I'm going to focus on getting the distribution out with a good readme, and then I will probably do a sound vs speed chart for the version a day or two after, when I have a little extra time.

Thanks for the suggestion!

Edit: Or perhaps I could include it with the distribution itself, that would probably be the most helpful, so I think that is what I am going to try to do.
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Old 09-09-05, 11:46 AM   #194
Amizaur
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In fact I have ready Excel spreadsheets with all the noise level data and a tool to make graphs of speed/sound profiles, so it won't make any problem :-). But currently I'm working on the mod sonars and doctrines so expect graphs little later, maybe after mod relase.

Edit: or maybe I'll sit and make them when the mod will be ready, so it may be included in package :-) but only after mod is finished.
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Old 09-10-05, 01:10 AM   #195
Bellman
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Amizaur and Luftwolf - I'm speechless..............................
:|\
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